Not a game! just learning three.js and how to work with some models from blender.
- cursor keys to drive
- 'm' to change model / mesh
- 'o' to place a random object
- 't' to experimentally swap out the palette texture (not to a good one, yet! This will be used for headlights, colourising models, etc)
"The car is a separate model that follows the sphere position. The user rotates the car, but not the sphere. The sphere gets a force in the direction of the car model." - Kenney https://twitter.com/Nitroneers/status/1238779466832363520
- better shadow
- Dynamically switchable palettes to have many colourised cars out of one model.
- brake lights - with switched palette or different material
- car creator? (modular)
- smoke, skid marks?
- physics, including colliders for the track. hopefully find a way to create them automatically from the track mesh.
- sound - synthesised?
- added post processing glitching when "m" is pressed to change model / mesh. reality dysfunction?
- added front wheel fake steering (no point working on this much until adding physics)
- added spinning wheels - not correlated to anything, currently (see above!)
- https://threejsfundamentals.org/threejs/lessons/threejs-load-gltf.html
- Cars modelled following Imphenzia's process: https://www.youtube.com/watch?v=YALV3HqfdLY
- Track modelled following Imphenzia's tutorial: https://www.youtube.com/watch?v=ODVV3eUE5zM
- Peachy Pop palette by Kerrie Lake: https://lospec.com/palette-list/peachy-pop-16